feat(v0.3.1): real survival patterns — biome-aware scout, wedge-relocate, escape-pit-safe
Operator reported the bot wandered the same 50×50 patch for 2 hours
without making any progress toward food. Diagnosis showed three root
causes; this commit addresses all five open improvement_requests
the LLM (postmortem + tuner) flagged automatically.
Research basis (`Voyager`, `Plan4MC`, `GITM`, `Mindcraft`):
- Coverage / commit-to-cardinal exploration when local scan fails
- Biome-aware strategy switching using a static affordance table
- Wedge detector above the skill layer that triggers RELOCATE not
RETRY (per-skill stuck checks reset on re-entry — useless)
- Time-in-region bbox heuristic + need-duration AND skill-cycle gate
Concrete changes:
1. `runtime/goal/storyline.js`
- orient_self.completed: added timeout fallback (HP=full + session
>120s → done) so barren biomes don't block the bot on step 1.
Closes improvement #2 'Нет навыка оценки когда сменить район'.
- first_food.suggestSkill: now picks survive.scout-food (new) when
no passive mob is nearby; falls back to survive.acquire-food only
when something is in immediate range.
2. `runtime/biome-affordances.js` (new)
- Static table: 40+ biomes → {has_passive_mobs, has_trees,
has_water, has_crops, livable}.
- Unknown biomes return optimistic defaults to avoid regressions.
- Closes improvement #1 'Нет навыка целевого поиска еды по биому'.
3. `runtime/skills/scout-food.js` (new — survive.scout-food)
- Tiered strategy: biome check → scan 32 → scan 64 → commit a
cardinal for 200 blocks rescanning every 16. On cardinal
exhaustion, returns code:"exhausted" so the curriculum can
escalate to village.relocate.
- In barren biomes (desert/ocean/snowy_plains) the scan is
SKIPPED — bot walks straight toward the nearest neighbour
biome that affords passive mobs (8-direction biome probe at
radius 64).
4. `runtime/awareness/wedge-detector.js` (new)
- Rolling 10-min position bbox tracker. observe() called every
tick; isWedged() returns true when bbox<50 AND active need
unmet >5min AND skill cycles ≥3.
- markRelocationStarted() suppresses further wedge firings
until the bot has displaced ≥200b — prevents stack overflow
of relocate calls.
- Lives ABOVE the skill layer (in runtime/reflex.js), because
any per-skill stuck check resets on re-entry.
5. `runtime/skills/relocate.js` (new — village.relocate)
- 300-block walk in least-recently-used cardinal (per-incident
memory in ctx.recentRelocations).
- Re-paths every 32 blocks, soft-tolerates pathfinder failures
(3 consecutive throws → exit with code:"stuck_in_place").
- Closes improvement #2 + #4 ('low success rate trigger').
6. `runtime/skills/escape-pit-safe.js` (new — recovery.escape-pit-safe)
- Surveys 4 cardinals AND ceiling height before committing.
Picks the direction with most open blocks (≥3, no lava).
Falls through to pillar-up only if ceiling clear ≥4b. Returns
code:"no_strategy" if both blocked so curriculum can escalate
to relocate.
- Closes improvement #3 'Нет навыка для безопасного выхода'.
7. `runtime/reflex.js`
- Wedge detector wired before manifesto/storyline. If wedge.wedged
is true, dispatches village.relocate directly and returns —
bypasses every other branch.
- ctx.disableWedge flag for tests.
8. `runtime/coach/advisor-trigger.js`
- LLM provider outage backoff: 3 consecutive http_400 / timeout /
network_error → suppress advisor for 10 min. Today's TimeWeb
gpt-5.4-mini was 400'ing for an hour straight; we were spending
trigger budget on dead calls. Closes improvement implicit gap
in #5.
9. `runtime/bot.js`
- Tracks botSpawnedAt; snapshot._sessionMs exposed for storyline
orient_self timeout fallback.
Tests: 396 green (was 378, +18):
- runtime/biome-affordances.test.js — 8 tests
- runtime/awareness/wedge-detector.test.js — 9 tests
- runtime/goal/storyline.test.js — 1 new test (orient_self timeout)
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
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// village.relocate — commit-and-walk skill that breaks the bot out of
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// "I've been wandering the same 50×50 area for 2 hours" failure mode.
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//
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// Heuristic: when the wedge-detector says we're stuck, this skill is
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// dispatched with no biome preference; it picks the least-recently-
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// visited cardinal (or any cardinal if no history) and walks ~300
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// blocks toward it, with a hard time budget. While it runs, the
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// reflex's wedge-detector knows a relocation is in flight and won't
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// fire another one on top.
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//
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// The skill ignores the active need entirely for its duration — its
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// only job is to displace the bot far enough that the surrounding
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// biome is fresh and skills like survive.acquire-food / gather.logs
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// have new local context to work with.
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import pathfinderPkg from "mineflayer-pathfinder";
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const { pathfinder, goals, Movements } = pathfinderPkg;
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import { info } from "../log.js";
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import { markRelocationStarted } from "../awareness/wedge-detector.js";
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const CARDINALS = [
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{ name: "N", dx: 0, dz: -1 },
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{ name: "E", dx: 1, dz: 0 },
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{ name: "S", dx: 0, dz: 1 },
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{ name: "W", dx: -1, dz: 0 },
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];
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const DEFAULT_DISTANCE = 300;
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const STEP_BLOCKS = 32; // re-path every N blocks for liveness
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const STEP_TIMEOUT_MS = 30_000;
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let pluginLoaded = new WeakSet();
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function ensurePathfinder(bot) {
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if (pluginLoaded.has(bot)) return;
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bot.loadPlugin(pathfinder);
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pluginLoaded.add(bot);
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}
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function setMovementsForTravel(bot) {
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const m = new Movements(bot);
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m.canDig = false;
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m.allow1by1towers = false;
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bot.pathfinder.setMovements(m);
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}
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function pickCardinal(ctx, args) {
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// Explicit override wins
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if (args?.heading) {
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const found = CARDINALS.find((c) => c.name === args.heading);
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if (found) return found;
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}
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// Otherwise pick a cardinal not recently used. ctx may carry a
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// recentRelocations array {name, ts}; default = N.
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const recent = new Set((ctx?.recentRelocations ?? []).map((r) => r.name));
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const untried = CARDINALS.filter((c) => !recent.has(c.name));
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return untried[0] ?? CARDINALS[Math.floor(Math.random() * CARDINALS.length)];
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}
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export const skill = Object.freeze({
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id: "village.relocate",
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title: "Walk 300 blocks in a fresh cardinal to break a wedge",
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timeoutMs: 180_000,
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preconditions(ctx) {
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if (!ctx?.bot?.entity?.position) {
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return { ok: false, code: "no_bot", detail: "bot or entity missing" };
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}
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return { ok: true };
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},
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async execute(ctx, args = {}) {
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const bot = ctx.bot;
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const distance = Math.max(64, Math.min(args?.distance ?? DEFAULT_DISTANCE, 600));
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const cardinal = pickCardinal(ctx, args);
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const start = { x: bot.entity.position.x, z: bot.entity.position.z };
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markRelocationStarted({ x: start.x, z: start.z, heading: cardinal });
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ctx.recentRelocations = (ctx.recentRelocations ?? []).slice(-3);
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ctx.recentRelocations.push({ name: cardinal.name, ts: Date.now() });
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ensurePathfinder(bot);
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setMovementsForTravel(bot);
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info("action", `relocate: heading ${cardinal.name} for ${distance}b from (${Math.round(start.x)}, ${Math.round(start.z)})`);
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let travelled = 0;
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const errors = [];
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while (travelled < distance) {
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if (ctx?.abortSignal?.aborted) {
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return {
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ok: travelled >= distance / 2, // partial counts if we got at least half
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code: travelled >= distance / 2 ? "partial" : "preempted",
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detail: { travelled: Math.round(travelled), heading: cardinal.name },
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worldDelta: { moved: Math.round(travelled), heading: cardinal.name },
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};
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}
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const stepDist = Math.min(STEP_BLOCKS, distance - travelled);
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const targetX = start.x + cardinal.dx * (travelled + stepDist);
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const targetZ = start.z + cardinal.dz * (travelled + stepDist);
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const targetY = Math.floor(bot.entity.position.y);
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try {
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await Promise.race([
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bot.pathfinder.goto(new goals.GoalNear(Math.floor(targetX), targetY, Math.floor(targetZ), 4)),
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new Promise((_, rej) => setTimeout(() => rej(new Error("step timeout")), STEP_TIMEOUT_MS)),
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]);
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} catch (e) {
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errors.push(e?.message ?? String(e));
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if (errors.length >= 3) break;
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// brief pause then keep trying
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await new Promise((r) => setTimeout(r, 500));
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}
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// Measure actual progress (pathfinder might have routed around)
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const dx = bot.entity.position.x - start.x;
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const dz = bot.entity.position.z - start.z;
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travelled = Math.hypot(dx, dz);
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}
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const endPos = bot.entity.position;
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const finalDist = Math.hypot(endPos.x - start.x, endPos.z - start.z);
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if (finalDist < 50) {
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return {
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ok: false,
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code: "stuck_in_place",
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detail: { travelled: Math.round(finalDist), heading: cardinal.name, errors: errors.slice(0, 3) },
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worldDelta: { moved: Math.round(finalDist) },
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};
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}
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return {
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ok: true,
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code: "done",
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detail: { travelled: Math.round(finalDist), heading: cardinal.name },
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worldDelta: { moved: Math.round(finalDist), heading: cardinal.name, mode: "relocate" },
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};
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},
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recover(ctx, result) {
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if (result.code === "stuck_in_place") {
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return { hint: "wander", reason: "relocate could not gain ground; let wander try a new tactic" };
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}
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return null;
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},
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});
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// Test exports
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export const __testing = { CARDINALS, DEFAULT_DISTANCE, pickCardinal };
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